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Messages - Grug

#1
Ideas / Suicide mental state
June 28, 2018, 10:55:19 AM
There should be a small chance in the extreme break threshold for a pawn to attempt suicide. Perhaps there could be a few methods the colonist tries, some more immediately lethal than others. Pawns that survive should not get Catharsis from failing the attempt. Should be most likely in Depressive pawns, more more likely in Pessimist pawns, less likely in Optimist pawns, and least likely to impossible in Sanguine and steadfast pawns.

Since many are likely to find this an extreme annoyance, it could be disabled in the options, but I think given the situation of a rimworld I'm suprised at the near 0% suicide rate
#2
I've had a guy on Luciferium in my colony who is nearing 70, he's been frail the entire time I've had him and also dependent on Luciferium. He has been part of my colony for 4 years now, so I don't think the Luciferium is going to fix it-Is this a bug, or intentional?
#3
At that I'd like to build my vents out of stone since that's usually my primary building material but whatever

Maybe make them require a little steel anyways?
#4
Ideas / Re: More creative things to do with corpses
June 28, 2018, 08:47:12 AM
Quote from: AileTheAlien on June 27, 2018, 09:24:00 PM
How would this work, though? Increased anger for pirate factions?  Increased anger for all factions? Reduced attacks from that side of the map? There's lots of ways this could work, but they'd all lead to some complexities, I think.

Unless you mean just have a visual-only thing, for decoration. In that case, it'd be totally cool. :)

I only really want it for decoration and maybe to give attackers a mood debuff
#5
It might be my savegame-I noticed if I make a new game or look at a past auto-save I don't run into the issue. Is it possible for me to fix the savegame?
#6
I decided to make one of my favorite names my username here, not much else to it
#7
Off-Topic / Grand Strats
June 25, 2018, 07:46:07 PM
Where my grand strategy lads at? How have your games been doin? Recently had an alright Victoria II game as Spain myself.
#8
Ideas / More creative things to do with corpses
June 25, 2018, 07:24:13 PM
I'd just love to put those raiders on a cross or put their head on a pike, let them be an example for those who want to raid (or otherwise betray...) the colony
#9
Or just the ability to put their heads on pikes would be nice. As of present I just make a dumping zone for their bodies and let nature do the rest, but my inner medievalist desires the ability to get more... creative with the corpses of my enemies
#10
The console instead spits out an error quite rapidly if I try

Clipboard of the console:
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.PawnTable_Animals.<LabelSortFunction>m__0 (Verse.Pawn p) [0x00006] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\PawnTable\PawnTable_Animals.cs:15
  at System.Linq.SortSequenceContext`2[Verse.Pawn,System.Boolean].Initialize (Verse.Pawn[] elements) [0x00000] in <filename unknown>:0
  at System.Linq.QuickSort`1[Verse.Pawn].PerformSort () [0x00000] in <filename unknown>:0
  at System.Linq.QuickSort`1+<Sort>c__Iterator21[Verse.Pawn].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x0001a] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:128
  at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00025] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:65
  at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at RimWorld.PawnTable.RecachePawns () [0x0002a] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\PawnTable\PawnTable.cs:243
  at RimWorld.PawnTable.RecacheIfDirty () [0x00019] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\PawnTable\PawnTable.cs:229
  at RimWorld.PawnTable.get_Size () [0x00002] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\PawnTable\PawnTable.cs:50
  at RimWorld.MainTabWindow_PawnTable.get_RequestedTabSize () [0x0001d] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_PawnTable.cs:29
  at RimWorld.MainTabWindow.get_InitialSize () [0x00002] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Defs\DefTypes\MainButton\MainTabWindow.cs:18
  at Verse.Window.SetInitialSizeAndPosition () [0x00009] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:261
  at RimWorld.MainTabWindow.SetInitialSizeAndPosition () [0x00002] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Defs\DefTypes\MainButton\MainTabWindow.cs:48
  at RimWorld.MainTabWindow_PawnTable.SetDirty () [0x0000d] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_PawnTable.cs:79
  at RimWorld.MainTabWindow_PawnTable.PostOpen () [0x00018] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_PawnTable.cs:45
  at RimWorld.MainTabWindow_Animals.PostOpen () [0x00002] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Animals.cs:27
  at Verse.WindowStack.Add (Verse.Window window) [0x0003c] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\WindowStack.cs:348
  at RimWorld.MainTabsRoot.ToggleTab (RimWorld.MainButtonDef newTab, Boolean playSound) [0x00086] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabsRoot.cs:94
  at RimWorld.MainButtonWorker_ToggleTab.Activate () [0x0000d] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainButtonWorkers\MainButtonWorker_ToggleTab.cs:12
  at RimWorld.MainButtonWorker.InterfaceTryActivate () [0x00060] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Defs\DefTypes\MainButton\MainButtonWorker.cs:33
  at RimWorld.MainButtonWorker.DoButton (Rect rect) [0x0011e] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Defs\DefTypes\MainButton\MainButtonWorker.cs:69
  at RimWorld.MainButtonsRoot.DoButtons () [0x000ab] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainButtonsRoot.cs:101
  at RimWorld.MainButtonsRoot.MainButtonsOnGUI () [0x00017] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainButtonsRoot.cs:49
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x000a6] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:59
  at Verse.Root.OnGUI () [0x0004f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:169)

Exception filling window for RimWorld.MainTabWindow_Animals: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Single].get_Item (Int32 index) [0x00024] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:635
  at RimWorld.PawnTable.PawnTableOnGUI (Vector2 position) [0x00062] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\PawnTable\PawnTable.cs:110
  at RimWorld.MainTabWindow_PawnTable.DoWindowContents (Rect rect) [0x00028] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_PawnTable.cs:52
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00223] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:206)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)

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